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Script menu de anillo

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Bluro
migan012
kevin098098
TigreX
8 participantes

Ir abajo

Script menu de anillo Empty Script menu de anillo

Mensaje por TigreX Jue 15 Jul 2010, 8:50 am

Menu de anillo

Bueno les traigo este script para vx que es un menu estilo anillo ya que el otro se rompio el link

Screen:
Spoiler:

Imagenes necesarias:(Graphics/Picture)
Spoiler:

Este es el primer script:
Código:

#==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.1
# 06-23-08
#==============================================================================

  #===================================================#
  #  **  C O N F I G U R A T I O N  S Y S T E M  **  #
  #===================================================#
 
 # Amount of frames for Startup Animation
 STARTUP_FRAMES = 20
 # Amount of frames for Movement Animation
 MOVING_FRAMES = 15
 # Radius of the Menu Ring
 RING_R = 75
 # Disabled icon to display when disabled
 ICON_DISABLE= Cache::picture('Icon_Disable')
 
 
  #-------------D-O---N-O-T---T-O-U-C-H---------------#
 
 class Scene_Title < Scene_Base
  alias game_objects_original create_game_objects
  def create_game_objects
    game_objects_original
 
  #-------------D-O---N-O-T---T-O-U-C-H---------------#
 
 # As this script allows you to make a custom Menu I thought to make it easier
 # I would make it possible to add extra Menu Options from here
 
 # All you need to do is specify the Text to display, the icon and the command
 # The command must be in a STRING
 # Simply add to the array below :

 $game_ring_menu = [
 
  # Menu Option 0  eg. Item
  [Vocab::item, Cache::picture('Icon_Items'), "$scene = Scene_Item.new"],
 
  # Menu Option 1  eg. Skill
  [Vocab::skill, Cache::picture('Icon_Skills'), "start_actor_selection",
    "$scene = Scene_Skill.new(@status_window.index)"],
 
  # Menu Option 2  eg. Equip
  [Vocab::equip, Cache::picture('Icon_Equip'), "start_actor_selection",
    "$scene = Scene_Equip.new(@status_window.index)"],
 
  # Menu Option 3  eg. Status
  [Vocab::status, Cache::picture('Icon_Status'), "start_actor_selection",
    "$scene = Scene_Status.new(@status_window.index)"],
 
  #---------------------------------------------------#
  #  **      I N S E R T  M O R E  H E R E      **  #
  #---------------------------------------------------#
 
  # Preferably Insert your custom Menu Options Here
  # Otherwise the existing Menu Options will return to wrong point on the Menu
 
  # Menu Option 4  eg. Save
  ["Save Game", Cache::picture('Icon_Save'), "$scene = Scene_File.new(true, false, false)"],
 
  # Menu Option 5  eg. Load
  ["Load Game", Cache::picture('Icon_Load'), "$scene = Scene_File.new(false, false, false)"],
 
  # Menu Option 6  eg. End Game
  [Vocab::game_end, Cache::picture('Icon_End'), "$scene = Scene_End.new"]
 
  ] # <--- Do no Delete This
 
  #===================================================#
  #  **    E N D  C O N F I G U R A T I O N    **  #
  #===================================================#
 end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  Edited to add Ring Menu
#==============================================================================

class Scene_Menu < Scene_Base
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias initialize_original initialize
 alias start_selection_original start_actor_selection
 alias end_selection_original end_actor_selection
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0, move = true)
  @move = move
  initialize_original(menu_index)
 end
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
  super
  create_menu_background
  create_command_window
  @gold_window = Window_Gold.new(0, 360)
  @location_window = Window_location.new(0, 0)
 end
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
  super
  dispose_menu_background
  @command_window.dispose
  @gold_window.dispose
  @status_window.dispose if @status_window
  @location_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  update_menu_background
  @command_window.update
  @gold_window.update
  @status_window.update if @status_window
  @location_window.update
  if @command_window.active
    update_command_selection
  elsif @status_window.active
    update_actor_selection
  end
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 def create_command_window
  commands = []
  for i in 0...$game_ring_menu.size
    commands.push($game_ring_menu[i][0])
  end
  icons = []
  for i in 0...$game_ring_menu.size
    icons.push($game_ring_menu[i][1])
  end
  @command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index)
  if $game_party.members.size == 0
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  if $game_system.save_disabled
    @command_window.disable_item(4)
  end
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 def create_status_window
  names = []
  chars = []
  for i in 0...$game_party.members.size
    names[i] = $game_party.members[i].name
    chars[i] = $game_party.members[i]
  end
  @status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
 end
 #--------------------------------------------------------------------------
 # * Update Command Selection
 #--------------------------------------------------------------------------
 def update_command_selection
  if Input.trigger?(Input::B)
    Sound.play_cancel
    $scene = Scene_Map.new
  elsif Input.trigger?(Input::C)
    if $game_party.members.size == 0 and @command_window.index < 4
      Sound.play_buzzer
      return
    elsif $game_system.save_disabled and @command_window.index == 4
      Sound.play_buzzer
      return
    end
    Sound.play_decision
    eval($game_ring_menu[@command_window.index][2])
  end
 end

 #--------------------------------------------------------------------------
 # * Start Actor Selection
 #--------------------------------------------------------------------------
 def start_actor_selection
  @command_window.active = false
  @command_window.visible = false
  create_status_window
  if $game_party.last_actor_index < @status_window.item_max
    @status_window.index = $game_party.last_actor_index
  else
    @status_window.index = 0
  end
 end
 #--------------------------------------------------------------------------
 # * End Actor Selection
 #--------------------------------------------------------------------------
 def end_actor_selection
  @command_window.active = true
  @command_window.visible = true
  @status_window.dispose if @status_window
  @status_window = nil
 end
 #--------------------------------------------------------------------------
 # * Update Actor Selection
 #--------------------------------------------------------------------------
 def update_actor_selection
  if Input.trigger?(Input::B)
    Sound.play_cancel
    end_actor_selection
  elsif Input.trigger?(Input::C)
    $game_party.last_actor_index = @status_window.index
    Sound.play_decision
    eval($game_ring_menu[@command_window.index][3])
  end
 end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  Edited to return to the menu properly when loading
#==============================================================================

class Scene_File
 alias return_scene_original return_scene
 def return_scene
  if @from_title
    $scene = Scene_Title.new
  elsif @from_event
    $scene = Scene_Map.new
  else
    if @saving
      $scene = Scene_Menu.new($game_ring_menu.size - 3)
    else
      $scene = Scene_Menu.new($game_ring_menu.size - 2)
    end
  end
 end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  Edited to return to the menu properly due to loading being added
#==============================================================================

class Scene_End
 alias return_scene_original return_scene
 def return_scene
  $scene = Scene_Menu.new($game_ring_menu.size - 1)
 end
end

#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This class shows the current map name.
#==============================================================================

class Window_location < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y)
  super(x, y, 160, (WLH*2) + 32)
  self.contents = Bitmap.new(width - 32, height - 32)
  refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  $maps = load_data("Data/MapInfos.rvdata")
  @map_id = $game_map.map_id
  @currmap = $maps[@map_id].name
  self.contents.font.color = system_color
  self.contents.draw_text(0, -4, 128, 32, "Location :")
  self.contents.font.color = normal_color
  self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
 end
end

#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
#  This Window creates a Ring Menu system
#==============================================================================

class Window_RingMenu < Window_Base 
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :index
 attr_reader  :item_max
 #--------------------------------------------------------------------------
 # * Refresh Setup
 #--------------------------------------------------------------------------
 START = 1
 WAIT  = 2
 MOVER = 3
 MOVEL = 4
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
  super(0, 0, 544, 416)
  self.contents = Bitmap.new(width-32, height-32)
  self.opacity = 0
  @move = move
  @char = character
  @startup = STARTUP_FRAMES
  @commands = commands
  @item_max = commands.size
  @index = index
  @items = items
  @disabled = []
  for i in 0...commands.size-1
    @disabled[i] = false
  end
  @cx = center_x
  @cy = center_y
  start_setup
  refresh
 end
 #--------------------------------------------------------------------------
 # * Start Setup
 #--------------------------------------------------------------------------
 def start_setup
  @mode = START
  @steps = @startup
 end
 #--------------------------------------------------------------------------
 # * Disable index
 #    index : item number
 #--------------------------------------------------------------------------
 def disable_item(index)
  @disabled[index] = true
 end
 #--------------------------------------------------------------------------
 # * Determines if is moving
 #--------------------------------------------------------------------------
 def animation?
  return @mode != WAIT
 end
 #--------------------------------------------------------------------------
 # * Determine if cursor is moveable
 #--------------------------------------------------------------------------
 def cursor_movable?
  return false if (not visible or not active)
  return false if (@opening or @closing)
  return false if animation?
  return true
 end
 #--------------------------------------------------------------------------
 # * Move cursor right
 #--------------------------------------------------------------------------
 def cursor_right
  @index -= 1
  @index = @items.size - 1 if @index < 0
  @mode = MOVER
  @steps = MOVING_FRAMES
 end
 #--------------------------------------------------------------------------
 # * Move cursor left
 #--------------------------------------------------------------------------
 def cursor_left
  @index += 1
  @index = 0 if @index >= @items.size
  @mode = MOVEL
  @steps = MOVING_FRAMES
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  if self.active
    if cursor_movable?
      last_index = @index
      if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
        cursor_right
      end
      if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
        cursor_left
      end
      if @index != last_index
        Sound.play_cursor
      end
    end
    refresh
  end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh   
  self.contents.clear
  case @mode
  when START
    refresh_start
  when WAIT
    refresh_wait
  when MOVER
    refresh_move(1)
  when MOVEL
    refresh_move(0)
  end
  rect = Rect.new(18, 196, self.contents.width-32, 32)
  self.contents.draw_text(rect, @commands[@index], 1)
 end
 #--------------------------------------------------------------------------
 # * Refresh Start Period
 #--------------------------------------------------------------------------
 def refresh_start
  d1 = 2.0 * Math::PI / @item_max
  d2 = 1.0 * Math::PI / @startup
  for i in 0...@item_max
    j = i - @index
    if @move
      r = RING_R - 1.0 * RING_R * @steps / @startup
      d = d1 * j + d2 * @steps
    else
      r = RING_R
      d = d1 * j
    end
    x = @cx + ( r * Math.sin( d ) ).to_i
    y = @cy - ( r * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = WAIT
  end
 end
 #--------------------------------------------------------------------------
 # * Refresh Wait Period
 #--------------------------------------------------------------------------
 def refresh_wait
  d = 2.0 * Math::PI / @item_max
  for i in 0...@item_max
    j = i - @index
    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
    draw_item(x, y, i)
  end
 end
 #--------------------------------------------------------------------------
 # * Refresh Movement Period
 #--------------------------------------------------------------------------
 def refresh_move( mode )
  d1 = 2.0 * Math::PI / @item_max
  d2 = d1 / MOVING_FRAMES
  d2 *= -1 if mode != 0
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( RING_R * Math.sin( d ) ).to_i
    y = @cy - ( RING_R * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = WAIT
  end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #    x    : draw spot x-coordinate
 #    y    : draw spot y-coordinate
 #    index : item number
 #--------------------------------------------------------------------------
 def draw_item(x, y, index)
  if @char
    if @index == index
      draw_character(@items[index].character_name, @items[index].character_index , x, y)
      if @mode == WAIT
        draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
        draw_actor_mp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 180, false)
        draw_actor_exp_ring(@items[index], @cx, @cy-16, 50, 6, 155, 12, false)
      end
    else
      draw_character(@items[index].character_name, @items[index].character_index , x, y, false)
    end
  else
    rect = Rect.new(0, 0, @items[index].width, @items[index].height)
    if @index == index
      self.contents.blt( x, y, @items[index], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[index], rect, 128 )
    end
  end
 end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  Edited to allow disabled character icons
#==============================================================================

class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw Character Graphic
 #--------------------------------------------------------------------------
 def draw_character(character_name, character_index, x, y, enabled = true)
  return if character_name == nil
  bitmap = Cache.character(character_name)
  sign = character_name[/^[\!\$]./]
  if sign != nil and sign.include?('$')
    cw = bitmap.width / 3
    ch = bitmap.height / 4
  else
    cw = bitmap.width / 12
    ch = bitmap.height / 8
  end
  n = character_index
  src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
 end
end
El segundo script:
Código:

#==============================================================================
# ** Syvkal's Menu Bars
#------------------------------------------------------------------------------
# by Syvkal
# Version 4.1
# 05-20-08
#==============================================================================
#
# - INTRODUCTION -
#
# This system implements a series of Plug 'N' Play Menu Bars
# The Bars were inspired CogWheel, but all coding was done by me
# ( Except Wortana's 'gradient_fill_rect' Bug Fix )
#
#------------------------------------------------------------------------------
#
# - USAGE -
#
# This system will work as soon as you put it in the script Editor
# You can edit the script from the Configuration System
# However, it has also been made so you can easily make your own bars
#
# ---------------------------------------------------
#
# To draw a bar use:
# draw_custom_gauge
#
# Followed by:
# (value, max, x, y, color1, color2, width, height, slanted, up)
#
# value : bar calculation value
# max : bar max value
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# color1 : bar gradient color 1 EITHER Color.new(r,g,b,a)
# color2 : bar gradient color 2 OR Numeric Text color
# width : Width
# height : Height
# slanted : draw slanted bar
# vertical : draw bar vertically
#
# ---------------------------------------------------
#
# To draw a ring use:
# draw_custom_ring
#
# Followed by:
# (value, max, x, y, color1, color2, radius, height, amount, start, reverse)

# value : bar calculation value
# max : bar max value
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# color1 : bar gradient color 1
# color2 : bar gradient color 2
# radius : distance from center point
# height : Height
# amount : size of ring - default 360�
# start : start position - max 360�
# reverse : draw ring in reverse
#
#------------------------------------------------------------------------------
#
# - scriptERS USAGE -
#
# I have added a few extra features to allow scripters to easily use the bars
# Seeing as the bars can be drawn Normal, Vertical or in a Ring I've added a
# feature to allow you to turn off the bars when drawing an actors HP, MP etc.
# When drawing an actors HP etc. simply add 'true' on the end. Like this:
# draw_actor_hp(actor, x, y, width, true)
#
# I've also separated the different bars so they're easier to draw
#
# draw_actor_hp_gauge(actor, x, y, width) Will draw a normal bar
# draw_actor_hp_gauge(actor, x, y, width, true) Will draw a vertical bar
# draw_actor_hp_ring(actor, x, y, radius, height, amount, start)
# Will draw a ring
#
#------------------------------------------------------------------------------
#
# - script CALLS -
#
# There are no script calls necessary to enable this script
# However, you can change any of the constants in game if you wish
# This can be done by the script Call Funtion in an event
#
# For example:
# COG::HPMPSLANT = true
#
# Will make the HP and MP bars Slant
# And setting it to false will turn them back to normal
#
#==============================================================================
module BAR
#===================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#===================================================#

# Parameter Max Value
P_MAX = 500
# The system uses a 'rate' feature. It is set when drawing a bar
# The 'rate' is how much the bar is filled as a decimal (max : 1)
# This is used to enable color change as the bar decreased in amount
$rate = 0 # Don't touch this
# The system uses a series of CONSTANTS that can be edited here
# They control the basic gauge colors and the manner the gauge is filled:

# Gauge Border Colors
COLOR1 = Color.new(0, 0, 0, 192) # Outer Border
COLOR2 = Color.new(255, 255, 192, 192) # Inner Border
# Gauge Empty filler
COLOR3 = Color.new(0, 0, 0, 12) # Half of Inner Shading
COLOR4 = Color.new(64, 0, 0, 92) # Half of Inner Shading
# Gauge Settings
EMPTY = false # EMPTY gauge (false - Side : true - Vertical)
FILLER = false # FILLER gauge (false - Side : true - Vertical)
# Border Settings - Applies only to standard bars
CORNER = false # Remove corners?

# The Parameter colors can be text colors taken from the windowskin or
# colors like above. You don't need set your own 'rate' functions
# it does it for you
# Parameter Gauge Color1
ATKCOLOR1 = 2
DEFCOLOR1 = 17
SPICOLOR1 = 30
AGICOLOR1 = 12
# Parameter Gauge Color2
ATKCOLOR2 = 20
DEFCOLOR2 = 21
SPICOLOR2 = 31
AGICOLOR2 = 4

# The system has been made to use a series of SWITCHES that can be edited here
# They control whether certain Bars are Normal or Slanted:

HPMPSLANT = false # Slanted HP and MP Bars?
EXPSLANT = false # Slanted Exp Bars?
PARSLANT = false # Slanted Parameter Bars?
DVVLBSLANT = true # Slanted Limit Break Bars?

#===================================================#
# ** C O M P L E X C O N F I G U R A T I O N ** #
#===================================================#

# The system allows you to edit the main gauge colous from here
# Functions had to be used instead of Constants so the $rate feature still works
# Edit only if you know what you're doing:

def self::hpcolor1 # HP Guage Color1
return Color.new(80 - 24 * $rate, 80 * $rate, 14 * $rate, 192)
end
def self::hpcolor2 # HP Guage Color2
return Color.new(240 - 72 * $rate, 240 * $rate, 62 * $rate, 192)
end
def self::mpcolor1 # MP Guage Color1
return Color.new(14 * $rate, 80 - 24 * $rate, 80 * $rate, 192)
end
def self::mpcolor2 # MP Guage Color2
return Color.new(62 * $rate, 240 - 72 * $rate, 240 * $rate, 192)
end
def self::expcolor1 # EXP Guage Color1
Color.new(80 * $rate, 80 - 80 * $rate ** 2, 80 - 80 * $rate, 192)
end
def self::expcolor2 # EXP Guage Color2
Color.new(240 * $rate, 240 - 240 * $rate ** 2, 240 - 240 * $rate, 192)
end
#===================================================#
# ** E N D C O N F I G U R A T I O N ** #
#===================================================#
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Added EXP and Next Level EXP for numeric for calculations
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get EXP - numeric for calculations
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get Next Level EXP - numeric for calculations
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Added the 'Draw' functions for each gauge
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Includes The BAR Module
#--------------------------------------------------------------------------
include BAR
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias draw_actor_parameter_original draw_actor_parameter
#--------------------------------------------------------------------------
# * Draw HP gauge
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_actor_hp_gauge(actor, x, y, width = 120, vertical = false)
$rate = actor.hp.to_f / actor.maxhp
gw = width * actor.hp / actor.maxhp
w = vertical ? 6 : width; h = vertical ? width : 6
HPMPSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, BAR::hpcolor1, BAR::hpcolor2, vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, BAR::hpcolor1, BAR::hpcolor2, vertical)
end
#--------------------------------------------------------------------------
# * Draw MP gauge
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_actor_mp_gauge(actor, x, y, width = 120, vertical = false)
$rate = actor.mp.to_f / [actor.maxmp, 1].max
gw = width * actor.mp / [actor.maxmp, 1].max
w = vertical ? 6 : width; h = vertical ? width : 6
HPMPSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, BAR::mpcolor1, BAR::mpcolor2, vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, BAR::mpcolor1, BAR::mpcolor2, vertical)
end
#--------------------------------------------------------------------------
# * Draw Exp gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_actor_exp_gauge(actor, x, y, width = 170, vertical = false)
$rate = actor.now_exp.to_f / [actor.next_exp, 1].max
gw = width * actor.now_exp / [actor.next_exp, 1].max
w = vertical ? 6 : width; h = vertical ? width : 6
EXPSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, BAR::expcolor1, BAR::expcolor2, vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, BAR::expcolor1, BAR::expcolor2, vertical)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# hide_bar : draw Parameters without gauge
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, hide_bar = false)
hide_bar ? nil : draw_actor_parameter_gauge(actor, x, y, type)
draw_actor_parameter_original(actor, x, y, type)
end
#--------------------------------------------------------------------------
# * Draw Parameters gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : Type of parameters (0-3)
# width : Width
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_actor_parameter_gauge(actor, x, y, type, width = 160, vertical = false)
case type
when 0
e1 = actor.atk
gc1 = ATKCOLOR1.is_a?(Integer) ? text_color(ATKCOLOR1) : ATKCOLOR1
gc2 = ATKCOLOR2.is_a?(Integer) ? text_color(ATKCOLOR2) : ATKCOLOR2
when 1
e1 = actor.def
gc1 = DEFCOLOR1.is_a?(Integer) ? text_color(DEFCOLOR1) : DEFCOLOR1
gc2 = DEFCOLOR2.is_a?(Integer) ? text_color(DEFCOLOR2) : DEFCOLOR2
when 2
e1 = actor.spi
gc1 = SPICOLOR1.is_a?(Integer) ? text_color(SPICOLOR1) : SPICOLOR1
gc2 = SPICOLOR2.is_a?(Integer) ? text_color(SPICOLOR2) : SPICOLOR2
when 3
e1 = actor.agi
gc1 = AGICOLOR1.is_a?(Integer) ? text_color(AGICOLOR1) : AGICOLOR1
gc2 = AGICOLOR2.is_a?(Integer) ? text_color(AGICOLOR2) : AGICOLOR2
end
e2 = P_MAX
rate = [e1.to_f / e2.to_f, 1].min
gw = width * [e1.to_f / e2.to_f, 1].min
r = gc2.red * rate
g = (gc2.green - 72) * rate
b = gc2.blue * rate
a = gc2.alpha
w = vertical ? 6 : width; h = vertical ? width : 6
PARSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, gc1, Color.new(r, g, b, a), vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, gc1, Color.new(r, g, b, a), vertical)
end
#--------------------------------------------------------------------------
# * Draw Custom gauge
# value : bar calculation value
# max : bar max value
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# color1 : bar gradient color 1
# color2 : bar gradient color 2
# width : Width
# height : Height
# slanted : draw slanted bar
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_custom_gauge(value, max, x, y, color1, color2, width=120, height=6, slanted = false, vertical = false)
rate = [value.to_f / max.to_f, 1].min
gw = width * [value.to_f / max.to_f, 1].min
gc1 = color1.is_a?(Integer) ? text_color(color1) : color1
gc2 = color2.is_a?(Integer) ? text_color(color2) : color2
r = gc2.red * rate
g = (gc2.green - 72) * rate
b = gc2.blue * rate
a = gc2.alpha
w = vertical ? 6 : width; h = vertical ? width : 6
slanted ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, gc1, Color.new(r, g, b, a), vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, gc1, Color.new(r, g, b, a), vertical)
end
#--------------------------------------------------------------------------
# * Draw Limit Break gauge
# vertical : draw bar vertically
#--------------------------------------------------------------------------
def draw_actor_lb(actor, x, y, width = 120, vertical = false)
return unless actor.lb_gauge_visible?
st1 = lb_gauge_normal_start_color; st2 = lb_gauge_max_start_color
ed1 = lb_gauge_normal_end_color; ed2 = lb_gauge_max_end_color
rate = actor.limitbreak.to_f / [LB_MAX, 1].max
gw = width * actor.limitbreak / LB_MAX
gc1 = (gw == width ? st2 : Color.new(st1.red,st1.green-(10*rate),st1.blue-(10*rate), 192))
gc2 = (gw == width ? ed2 : Color.new(ed1.red,ed1.green-(10*rate),ed1.blue-(10*rate), 192))
w = vertical ? 6 : width; h = vertical ? width : 6
DVVLBSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, gc1, gc2, vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, gc1, gc2, vertical)
end
#--------------------------------------------------------------------------
# * Draw HP gauge ring
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# radius : distance from center point
# height : Height
# amount : size of ring - default 360�
# start : start position - max 360�
# reverse : draw ring in reverse
#--------------------------------------------------------------------------
def draw_actor_hp_ring(actor, x, y, radius, height, amount = 360, start = 0, reverse = false)
$rate = actor.hp.to_f / actor.maxhp
gw = amount * actor.hp / actor.maxhp
self.contents.cogwheel_fill_ring(x, y, gw, radius, height, BAR::hpcolor1, BAR::hpcolor2, amount, start, reverse)
end
#--------------------------------------------------------------------------
# * Draw MP gauge ring
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# radius : distance from center point
# height : Height
# amount : size of ring - default 360�
# start : start position - max 360�
# reverse : draw ring in reverse
#--------------------------------------------------------------------------
def draw_actor_mp_ring(actor, x, y, radius, height, amount = 360, start = 0, reverse = false)
$rate = actor.mp.to_f / [actor.maxmp, 1].max
gw = amount * actor.mp / [actor.maxmp, 1].max
self.contents.cogwheel_fill_ring(x, y, gw, radius, height, BAR::mpcolor1, BAR::mpcolor2, amount, start, reverse)
end
#--------------------------------------------------------------------------
# * Draw Exp gauge ring
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# radius : distance from center point
# height : Height
# amount : size of ring - default 360�
# start : start position - max 360�
# reverse : draw ring in reverse
#--------------------------------------------------------------------------
def draw_actor_exp_ring(actor, x, y, radius, height, amount = 360, start = 0, reverse = false)
$rate = actor.now_exp.to_f / [actor.next_exp, 1].max
gw = amount * actor.now_exp / [actor.next_exp, 1].max
self.contents.cogwheel_fill_ring(x, y, gw, radius, height, BAR::expcolor1, BAR::expcolor2, amount, start, reverse)
end
#--------------------------------------------------------------------------
# * Draw Custom gauge ring
# value : bar calculation value
# max : bar max value
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# color1 : bar gradient color 1
# color2 : bar gradient color 2
# radius : distance from center point
# height : Height
# amount : size of ring - default 360�
# start : start position - max 360�
# reverse : draw ring in reverse
#--------------------------------------------------------------------------
def draw_custom_ring(value, max, x, y, color1, color2, radius, height, amount = 360, start = 0, reverse = false)
rate = [value.to_f / max.to_f, 1].min
gw = amount * [value.to_f / max.to_f, 1].min
gc1 = color1.is_a?(Integer) ? text_color(color1) : color1
gc2 = color2.is_a?(Integer) ? text_color(color2) : color2
r = gc2.red * rate
g = (gc2.green - 72) * rate
b = gc2.blue * rate
a = gc2.alpha
self.contents.cogwheel_fill_ring(x, y, gw, radius, height, gc1, Color.new(r, g, b, a), amount, start, reverse)
end
#--------------------------------------------------------------------------
# * Draw HP
# hide_bar : draw Parameters without gauge
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 120, hide_bar = false)
hide_bar ? nil : draw_actor_hp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.hp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxhp, 2)
end
end
#--------------------------------------------------------------------------
# * Draw MP
# hide_bar : draw Parameters without gauge
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 120, hide_bar = false)
hide_bar ? nil : draw_actor_mp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
self.contents.font.color = mp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 2)
end
end
#--------------------------------------------------------------------------
# * Draw Exp
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
# hide_bar : draw Parameters without gauge
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y, width = 170, hide_bar = false)
hide_bar ? nil : draw_actor_exp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 45, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
if width < 170
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(xr - 131, y, 60, WLH, actor.exp_s, 2)
self.contents.draw_text(xr - 71, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_exp_s, 2)
end
end
end
#==============================================================================
# ** Window_SkillStatus
#------------------------------------------------------------------------------
# Edited so te Bars don't cut off
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 140, 0)
draw_actor_hp(@actor, 238, 0)
draw_actor_mp(@actor, 390, 0)
end
end
#==============================================================================
# ** Bitmap
#------------------------------------------------------------------------------
# Added gauge Calculations
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Includes The BAR Module
#--------------------------------------------------------------------------
include BAR
#--------------------------------------------------------------------------
# * Wortana's 'gradient_fill_rect' Bug Fix
#--------------------------------------------------------------------------
alias gradient_original gradient_fill_rect unless method_defined?('gradient_original')
def gradient_fill_rect(*args)
args.pop if !args.last if args.size == 4 || 7 and !args.last
gradient_original(*args)
end
#--------------------------------------------------------------------------
# * CogWheel Style Fill of Rect
#--------------------------------------------------------------------------
def cogwheel_fill_rect(x, y, gw, width, height, gc1, gc2, up = false)
rect_border(x-2, y-2, width+4, height+4, COLOR1, CORNER)
rect_border(x-1, y-1, width+2, height+2, COLOR2, CORNER)
gradient_fill_rect(x, y, width, height, COLOR3, COLOR4, EMPTY)
gradient_fill_rect(x, y, up ? width : gw, up ? gw : height, gc1, gc2, FILLER)
end
#--------------------------------------------------------------------------
# * CogWheel Style Fill of Slanted Rect
#--------------------------------------------------------------------------
def cogwheel_fill_slant(x, y, gw, width, height, gc1, gc2, up = false)
bgx = up ? 2 : 4; bdx = up ? 1 : 2
bgy = up ? 4 : 2; bdy = up ? 2 : 1
bgw = up ? 4 : 8; bdw = up ? 2 : 4
bgh = up ? 8 : 4; bdh = up ? 4 : 2
slant_border(x-bgx, y-bgy, width+bgw, height+bgh, COLOR1, up)
slant_border(x-bdx, y-bdy, width+bdw, height+bdh, COLOR2, up)
gradient_fill_slant(x, y, width, height, COLOR3, COLOR4, EMPTY, up)
gradient_fill_slant(x, y,up ? width : gw,up ? gw : height, gc1, gc2, FILLER, up)
end
#--------------------------------------------------------------------------
# * CogWheel Style Fill of Ring
#--------------------------------------------------------------------------
def cogwheel_fill_ring(x, y, gw, radius, height, gc1, gc2, amount = 360, start = 0, reverse = false)
fill_ring(x-2, y-2, radius, height+4, COLOR1, amount, start, reverse)
fill_ring(x-1, y-1, radius, height+2, COLOR2, amount, start, reverse)
if amount >= 220
gradient_fill_ring(x, y, radius, height, COLOR3, COLOR4, [amount/2, 180].min, start, reverse)
gradient_fill_ring(x, y, radius, height, COLOR4, COLOR3, [amount/2, 180].min, start+(amount/2), reverse)
else
gradient_fill_ring(x, y, radius, height, COLOR3, COLOR4, [amount, 360].min, start, reverse)
end
if gw >= 220
gw1 = amount/2; gw2 = gw / 2
gradient_fill_ring(x, y, radius, height, gc1, gc2, gw1, start, reverse)
gradient_fill_ring(x, y, radius, height, gc2, gc1, gw2, start +(amount/2), reverse)
else
gradient_fill_ring(x, y, radius, height, gc1, gc2, gw, start, reverse)
end
end
#--------------------------------------------------------------------------
# * Fill of Border
#--------------------------------------------------------------------------
def rect_border(x, y, width, height, gc1, edge = false)
fill_rect(x + (edge ? 1 : 0), y, width - (edge ? 2 : 0), 2, gc1)
fill_rect(x + (edge ? 1 : 0), y+(height-2), width - (edge ? 2 : 0), 2, gc1)
fill_rect(x, y+1, 2, height-2, gc1)
fill_rect(x +(width-2), y+1, 2, height-2, gc1)
end
#--------------------------------------------------------------------------
# * Gradient Fill of Slanted Rect
#--------------------------------------------------------------------------
def gradient_fill_slant(x, y, width, height, gc1, gc2, vertical = false, up = false)
if up
for i in 1..width
if vertical
gradient_fill_rect(x + width - i, y+i+1, 1, (height-2)-width, gc1, gc2, vertical)
else
color = get_gradient_pixel(gc1, gc2, width, i)
fill_rect(x + width - i, y+i+1, 1, (height-2)-width, color)
end
end
else
for i in 1..height
if vertical
color = get_gradient_pixel(gc1, gc2, height, i)
fill_rect(x+i+1, y + height - i, (width-2)-height, 1, color)
else
gradient_fill_rect(x+i+1, y + height - i, (width-2)-height, 1, gc1, gc2)
end
end
end
end
#--------------------------------------------------------------------------
# * Fill of Slanted Rect
#--------------------------------------------------------------------------
def fill_slant(x, y, width, height, gc1, up = false)
oh = up ? width : height
for i in 1..oh
if up
fill_rect(x + width -i, y+i, 1, height-width, gc1)
else
fill_rect(x+i, y + height -i, width-height, 1, gc1)
end
end
end
#--------------------------------------------------------------------------
# * Fill of Slanted Border
#--------------------------------------------------------------------------
def slant_border(x, y, width, height, gc1, up = false)
oh = up ? width : height
for i in 1..oh-2
if up
fill_rect(x + width-1 -i, y+((height-1)-width)+i, 1, 2, gc1)
fill_rect(x + width-1 -i, y+1+i, 1, 2, gc1)
fill_rect(x + width-1, y+1, 1, height-width, gc1)
fill_rect(x, y+width, 1, height-width, gc1)
else
fill_rect(x+((width-1)-height)+i, y + height-1 -i, 2, 1, gc1)
fill_rect(x+1+i, y + height-1 -i, 2, 1, gc1)
fill_rect(x+1, y + height -1, width-height, 1, gc1)
fill_rect(x+height, y, width-height, 1, gc1)
end
end
end
#--------------------------------------------------------------------------
# * Fill of Ring
#--------------------------------------------------------------------------
def fill_ring(ox, oy, radius, height, gc1, amount = 360, start = 0, reverse = false)
d = 2.0 * Math::PI / 360
for i in 1..[amount, 360].min
s = i + start
if reverse
x = ox + ( radius * Math.sin( d * s ) ).to_i
y = oy - ( radius * Math.cos( d * s ) ).to_i
else
x = ox - ( radius * Math.cos( d * s ) ).to_i
y = oy + ( radius * Math.sin( d * s ) ).to_i
end
fill_rect(x, y, height, height, gc1)
end
end
#--------------------------------------------------------------------------
# * Gradient Fill of Ring
#--------------------------------------------------------------------------
def gradient_fill_ring(ox, oy, radius, height, gc1, gc2, amount = 360, start = 0, reverse = false)
d = 2.0 * Math::PI / 360
for i in 1..amount
s = i + start
if reverse
x = ox + ( radius * Math.sin( d * s ) ).to_i
y = oy - ( radius * Math.cos( d * s ) ).to_i
else
x = ox - ( radius * Math.cos( d * s ) ).to_i
y = oy + ( radius * Math.sin( d * s ) ).to_i
end
color = get_gradient_pixel(gc1, gc2, amount, i)
fill_rect(x, y, height, height, color)
end
end
#--------------------------------------------------------------------------
# * Get Pixel Color for Gradient Fill
#--------------------------------------------------------------------------
def get_gradient_pixel(gc1, gc2, amount, i)
red = gc1.red * (amount - i) / amount + gc2.red * i / amount
green = gc1.green * (amount - i) / amount + gc2.green * i / amount
blue = gc1.blue * (amount - i) / amount + gc2.blue * i / amount
alpha = gc1.alpha * (amount - i) / amount + gc2.alpha * i / amount
return Color.new(red, green, blue, alpha)
end
end

Cualquier duda diganme
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por kevin098098 Jue 15 Jul 2010, 6:07 pm

una duda dime tengo que pegar los dos scripts juntos?
o tengo que pegar solo un scrip

no demores en responder
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por migan012 Vie 16 Jul 2010, 2:43 am

kevin098098 escribió:una duda dime tengo que pegar los dos scripts juntos?
o tengo que pegar solo un scrip

no demores en responder

Pues debes de poner los dos scripts por separado. El primer lo pones encima de Main y el segundo encima del primero (o al revés xD).

Espero que te sirva Wink.
Salu2
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por Bluro Vie 16 Jul 2010, 5:20 am

Si os da algun problema decidlo pls, k "almenos yo" cuando lo pongo, despues de luchar con un montruo o se keda clavado o la barra de vida y magia de los compañeros (ojo compañeros, con el prota va bn) se keda en rojo totalemente...
PD:¿puede ser k no sea compatible con batalla lateral?
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por migan012 Vie 16 Jul 2010, 6:07 am

No creo...
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por maiko Lun 26 Jul 2010, 1:33 pm

Donde van las imagenes? javascript:emoticonp('hmm')
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por TigreX Lun 26 Jul 2010, 6:54 pm

TigreX escribió:
Imagenes necesarias:(Graphics/Picture)

es incompatible es obvio
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por Franuka Lun 26 Jul 2010, 9:27 pm

Gracias, está muy bueno y funciona genial ^^
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por Darknicodemus Miér 28 Jul 2010, 12:01 pm

Hey tengo una duda me da error en la linea 1 del segundo scrip la borrro ke son puras rayas y despues me da error en la linea 651 ke puedo hacer
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Script menu de anillo Empty Re: Script menu de anillo

Mensaje por Crazy Hand Jue 29 Jul 2010, 3:19 am

Es que si te fijas en la cuarta linea del script apararece "-", cambialo x "#"
(sin las comillas) y listo.
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Script menu de anillo Empty Re: Script menu de anillo

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